If you wish to support 38 studios, and BigHugeGames more "directly". They self published Reckoning on Steam due to community requests that it be available.

Release Date US: 02/07/2012
Release Date EU: 02/10/2012

Kingdoms of Amalur: Reckoning is a single player Action Role-playing Game set in the brand-new game fantasy universe of Amalur. The game features an expansive Open World game environment, the unique "Destinies" system that limits character development only by the combination of equipped spells and items carried, intuitive yet challenging combat, a robust crafting system and a range of special attacks, magical abilities, and profression skills. Additional features include: the written and design talents of R.A. Salvatore, Todd McFarlane and Ken Rolston; dramatic special and metered attacks; as well as multiple in-game races, player housing, and a massive loot system.

Kingdoms of Amalur: Reckoning takes place in Amalur, inhabited by various races of beings and filled with thousands of years of history. This deep fantasy based world is the brainchild of best-selling Fantasy and Science Fiction author R.A. Salvatore and the combined talents of Todd McFarlane, the creator of the Spawn series, Ken Rolston, the lead designer of The Elder Scrolls III: Morrowind and The Elder Scrolls IV: Oblivion, and the team at Big Huge Games. Reckoning bears the hallmarks of each of these visionaries. In addition to being the setting for Reckoning, this rich world will also serve as a base for a future trans-media entertainment experience, including books, toys, comics, and a planned MMORPG yet to be announced.

Reckoning takes place during the Age of Arcana, a time when magic is freshly returning to the world of Amalur after a long absence. A war is taking place between a group of unseelie Fae, an immortal race called the Tuatha, and the mortal races of men and elves. Reckoning is set 2000 years prior to Copernicus, in the geographic region call the Faelands. This is a smaller discovered portion of a much larger world. There is a day time and night time cycle which is reflected by it's citizens.

Reckoning begins when you awaken after having died or been killed, then unbeknownst to you, your body was placed into the Well of Souls. After awakening you see that you're body was used and discarded as just another failed experiment and thrown into a pile of other corpses, you claw your way out to find yourself in a cavern. You don't know who you are, you don't know how you've died, and you certainly don't know how you came back. You walk forward and are greeted by the architect of your resurrection, a gnome who goes by the name of Fomorous Hugues. You now start your adventure into finding out just how you ended up being the first Fateless One.

The Owner of 38 Studios, and Big Huge Games:

Curt Shilling:

Mr. Schilling has 8 years of video game industry experience, and has participated in MMO development through his long partnership with Sony Online Entertainment. Prior to his retirement from Major League Baseball, Mr. Schilling's leadership was seen on and off the field, and he continues to be a player spokesman and advocate for the baseball profession. His preparation skills and ability to focus were extraordinary even amongst professional athletes; these have since carried over into his business activities. He excels in the most intense and pressure-packed environments.

Ken Rolston started his career working on pen and paper rpg's such as Paranoia (which he won the H.G. Wells best RPG award for), D&D, Runequest, Star Wars, Ghostbusters and various others. Probably best known for his work as lead designer on the Elder Scrolls: Morrowind and its expansions. He was also the lead designer on the Elder Scrolls: Oblivion. Rolston is currently at Big Huge Games as Executive Game Designer on Kingdoms of Amalur: Reckoning. Ken Rolston is an Internationally Celebrated Game Designer.

R.A Salvatore:

(Narrative)

Well known as the creator of Drizzt Do’Urden, one of the fantasy genre’s most popular characters, R. A. Salvatore is bringing his talent and imagination to 38 Studios. The New York Times best-selling author is beloved for series like The Dark Elf Trilogy, Paths of Darkness, The Hunter’s Blades Trilogy, and The Cleric Quintet. He has written 40 novels which have sold over 15 million copies worldwide, largely because of his unique ability to weave rich characters and relationships in a fantasy genre that is traditionally thin on character development.

Todd Mcfarlane:

(Art/Animation)

The creative force behind Spawn, one of the world’s most popular comic franchises, this multi-talented dynamo is driving the artistic vision for 38 Studios. You may also know Todd McFarlane from his days penciling Spider-Man at Marvel/Epic Comics, or you may be a fan of the highly acclaimed action figures of McFarlane Toys.
Todd McFarlane is also an award-winning powerhouse with the Midas touch. From the Emmy Award-winning Spawn series on HBO to the Grammy Award-winning music video for Korn’s Freak On a Leash, and countless other animation and live-action music videos, television, and feature film projects, McFarlane has indelibly etched his name into pop culture.

Grant Kirkhope:

(Music)

A British video game music composer, known for writing the soundtracks for numerous games by Rare, such as GoldenEye, Banjo-Kazooie, Banjo-Tooie, Donkey Kong 64, Perfect Dark, Grabbed by the Ghoulies, Viva Pinata, Banjo-Kazooie: Nuts and Bolts and Viva Pinata: Trouble in Paradise. He is now the Audio director for Big Huge Games, and Reckoning.

In 2004 Kirkhope was nominated for "Outstanding Achievement In Original Music Composition" at the Academy of Interactive Arts and Sciences Wards Ceremony for Grabbed by the Ghoulies.In 2004 Kirkhope was nominated for "Best Interactive Score" at the 2nd Annual Game Audio Network Guild Awards Ceremony for Grabbed by the Ghoulies.In 2007 Kirkhope was nominated for "Original Score" at the British Academy of Film and Television Arts awards for Viva Pinata.

Here you can view an extensive listing of the Big Huge Games team, want to know whos, who? This is the place to find out.

38/Big Huge Games Developer Index:

(Click to view)

Want to know how the developers feel about world building, DLC, combat design, or other various topics? Here you can find various quotes taken from the Reckoning forums, all organized neatly into one reference guide. Frequent poster include, The lead designer (Ian Fraizer), Lead combat designer (Joe Quadera), Creative Director, and many others. ( credit for this goes to 38 watch, and Hannar)

Weekly Community Q&A Archive

(Click to view)

This thread is an archive of all weekly Community Q&A's, starting with the very first one in August, so you can easily reference your favorite Dev answers for questions asked by the Reckoning Community.

System Requirements:

Official Reckoning System Requirements
Below are the minimum and recommended system requirements for Kingdoms of Amalur: Reckoning on the PC.

MINIMUM SYSTEM REQUIREMENTS

OS:
Windows XP with Service Pack 3
Windows Vista with Service Pack 2
Windows 7 with Service Pack 1

DirectX:
9.0c Compatible
You will also need an internet connection for product activation/registration.

The World, History and Lore:

The Faelands:

Located south of the Frostbreak Sea, the Faelands is home to the Summer and Winter Courts, as well as numerous varieties of uncivilized wild fae creatures. Its varied terrain includes the enchanted forests of Dalentarth, the sprawling Plains of Erathell, the arid stone-scapes of Detyre, the twisted overgrowth of Klurikon, and the foreboding crystalline landscape called Alabastra.

The Faelands are bisected by Driana's Vein, a channel of water named for the goddess of nature. The river serves as the dividing line between the two territories spanned by the Faelands: the lush, vibrant kingdom of the elves, called Alfaria, lying to the west; and the harsh, unforgiving expanse known as Fortenmar which looms to the east.

The Crystal War has plunged the Faelands into turmoil, pitting the mortal kingdoms of elves and men in a desperate struggle against the Tuatha, an aggressive tribe of Winter Fae. The mysterious force that drives this conflict seems to be growing stronger, casting a dark shadow that threatens to engulf all of Amalur.

Want and in depth look into the lore and history of Amalur? This is the best resourse available, in it you will find detailed history on various races, points of interests, territories, and much more. Amalur.com

The Almain are valorous humans who embody the ideal of Order in all things. They abhor Chaos, imposing structure and ritual in everything they do. One of the most imperialistic kingdoms in Amalur, the Almain are proud of their long and illustrious military tradition. Their patron deity is Mitharu, god of Order, a belief that guides every aspect of their lives.

Temperament: Noble. Honorable. Brave.

Racial Bonuses
Blacksmithing +2
Alchemy +1
Persuasion +1

Varani(human):

City and Homeland: Nomadic
Hardy humans known as traders and mercenaries. Though civilized, they are far less formal than the Almain.

The human clans known as the Varani can be found throughout Amalur, as much at home on the high seas as in the villages and outposts they inhabit. Though not as culturally refined as the Almain, the Varani have brought commerce and a degree of civilization to the wilds of The Faelands.

Temperament: Traders. Mercenaries. Wanderers.

Racial Bonuses
Detect Hidden +1
Mercantile +1
Lockpicking +2

Ljosalfar(Light Elves):

City and Homeland: Fieriol, Glen Suthain (The Eternal Vale)
Light elves from the frozen north. Dedicated to the principle of justice.

A proud and insular people, the Ljosalfar strive to preserve nature and shape it to their will. The light elves resist change, flash-freezing their ancient homeland to keep it in an idealized, timeless state. The Ljosalfar revere the principle of Justice, fighting time and again to defend Amalur against chaos and darkness.

Temperament: Regal. Steadfast. Uncompromising.

Racial Bonuses
Dispelling +2
Alchemy +1
Sagecraft +1

Dokkalfar (Dark Elves)

City and Homeland: Rathir, Plains of Erathell
Alluring, magical dark elves. Inhabit the port city of Rathir.

The Dokkalfar are respected as sophisticated students of magic and diplomacy, yet it is their alluring presence that makes them so compelling. The dark elves are the ultimate manipulators, controlling the actions of others from the shadows. While their reputation for subtlety is well earned, many find the Dokkalfar so charismatic and compelling that they willingly parlay with them--regardless of the consequences.

Temperament: Charismatic. Intelligent. Seductive.

Racial Bonuses
Stealth +2
Persuasion +1
Sagecraft +1

The Factions:

The House of Ballads:

As magical beings who embody nature, the Fae tend to exist outside the bounds of structured society. But in the Faelands, the Seelie Court of the High King of Summer and the Unseelie Court of the High King of Winter mirror the mortal races in that they gather in clans or “houses,” such as the fabled House of Ballads.

The House of Ballads is comprised of legendary adventurers and heroic knights found in the western reaches of Dalentarth. There, the Fae reenact the greatest of stories: the ballads of the Summer Fae. They range from the bawdy to the sublime, and the protagonists are brave, wise, steadfast, crafty, and valiant alike.

Among them are Hallam the White, who established the House; King Wencen of “The Hero and the Maid;” Queen Belmaid of “The Cursed Kingdom;” Lords Airmer and Creth of “Two Knights and a Troll;” the titular hero of “The Song of Sir Sagrell;” Lord Farrara of “The Bloody Bones;” and Lady Oleyn of “Oleyn, Cureseeker.”

Recently, their eternal rival, the Maid of Windemere, has invoked a new form of treachery. With the House of Ballads caught woefully unprepared, it will take a new hero to overcome this threat.

The House of Sorrows:

Though like the Summer Fae in many respects, the Winter Fae will always stand apart—as different as a blossoming rose and a withered briar. Embodying the decay and entropy of nature, it was the wont of these Winter Fae to fragment, quarrel, and disperse. Years of infighting and subterfuge had long prevented the Winter Fae from forming a court of their own, but that changed with the rise of the House of Sorrows, and the Fae known as the Weeping King.

Though now long-since dead, the Weeping King preached the worship of decay and decomposition. The members of the House of Sorrows have carried on his traditions for centuries, tending to the perpetual decay of the world around them and honoring its passing with solemn reverence.

However, as war swept their homelands and the Tuatha rose to power, compromises were made. The House sought peace with the Tuatha at the price of their ideals. As a sign of cooperation, they appointed as their King the severe and enigmatic Bisarane.

Now, the House of Sorrows finds itself in a shadow war with a Tuatha named Saturnyn, and no one’s allegiance is known for certain. Only an outsider can unmask the traitors and save the Winter Fae from annihilation.

The Travelers:

Notorious throughout Amalur, the Travelers are reputed as traders, tinkers … and thieves. They rely on the prophetic powers of their anonymous leader, the Hierophant, to plan their heists. They have three main camps in the Faelands: Star, Moon, and Sun.

Star Camp is led by the Fae Crilgarin, the Knave of Coins. Nestled in the wilds of Dalentarth, it is home to scouts, foresters, and rogues of all types. Free from the struggles of the war, the Travelers of Star Camp pass their days quietly in the enchanted wood.

Moon Camp is located just outside the Dokkalfar city of Rathir, where the tents of the merry Travelers spread out beneath the open skies of the Plains of Erathell. Led by legendary bard Irion Tal and his wife, Maire, Moon Camp is a colorful oasis in a land scarred by battle.

Sun Camp is altogether different. Life in Detyre is harsh, and the Travelers of the wastes are no more accommodating. The shrewd Varani called Argine sees that all under her care are devoted to the Hierophant’s prophecies, and she can be as unforgiving as the desert sun.

Scholia Arcana

From every corner of Amalur come tales of unexplainable manifestations of magic, and the members of the Scholia Arcana study every claim. Adhering to a dogma of rigorous scholarship and thorough experimentation, they are the brightest and most intrepid mages of Amalur. Their pursuit of arcane knowledge and their dedication to the discipline of magic is unsurpassed.

Hundreds of years before the Age of Arcana, three rebels overthrew the sorceress Ciara Sydanus and freed the people of the Plains of Erathell from her oppressive yoke. They founded the Scholia Arcana upon the heights of Rathir, where the ancient Dokkalfar traditions of magic-wielding were formalized into a prodigious school.

Now, the Scholia Arcana is organized into various ranks according to mastery of the arcane. The newest among the order are Neophytes. Those who progress far enough in their studies are promoted to the rank of Docent. Docents who show particular skill are eventually made Adepts of the order. From the Adepts, a select few are chosen to become Savants, the highest rank save for that of the Archsage.

Recently, magic is becoming more powerful and less stable. Those who practice it begin to manifest signs of a greater, underlying disturbance. The cause of this growing danger remains a secret that could reshape the balance of power in Amalur … unless someone can change the fate of the Scholia Arcana.

Warsworn

The Crystal War ravages the Faelands. As countless bodies return from the war front, the Alfar army falters. The Tuatha Deohn are relentless in their assault. The Alfar and their allies have never battled such a foe. In desperation, they rely on an order of mercenaries to fill the ranks of the fallen—elite warriors who are said to have once battled a different but equally powerful magic. They are the Warsworn.

Throughout Amalur, the Warsworn are renowned as fighters-for-hire. While they charge an exorbitant fee for their services, they consider themselves more than simple mercenaries. Their credo: “A mercenary sells a sword without honor. The Warsworn sells honor, armed for battle.” Led by the Ancient of War, Tine Delfric, they aid the Alfar army with their superior experience and tactics.

The Warsworn trace their oath and their prowess back to an earlier age, when they served as legendary Niskaru hunters. They claim the likes of Eagonn, Caerwyn, and the Firstsworn are not just myth, but the actual foundation of their order. The recent turmoil in the Faelands presents an opportunity for someone brave enough to discover the truth of their history.

Mortal creatures in Amalur believe they are born with their destinies already woven into Fate’s grand tapestry. But when Reckoning's Fateless Hero dies and is reborn outside the weave, the path ahead is left mysteriously open. By unlocking and exploring Destinies, you'll plan your own path to victory, outside the bounds of fate.

Destiny in Reckoning is a replacement for your traditional RPG class. As you are the Fateless One, your destiny is your own to make. By spending certain amounts of points in any of the ability trees, you unlock Destiny cards. For all intents and purposes, these cards represent your class. However, there are some key differences between a destiny and a class.

First, destinies are not set in stone. In most RPGs, your character's class is there for the entirety of the character. If you wish to play a different class you must create a new character. In Reckoning, simply visiting a Fateweaver and paying him a sum of gold will allow you to reallocate both your ability and skill points. Doing so will also allow you to reselect any destiny that you've unlocked.

Second, with the exception of a top tier destiny (such as Warlord), your abilities aren't tied to your chosen destiny.

Some of your choices will so profoundly affect life's fabric that your destiny will be permanently altered through Twists of Fate, unique player bonuses granted at key moments in your adventure.

Abilities in Reckoning provide unprecedented control over your character's creation and evolution. Rather than choosing a stock character class at the outset of your adventure and remaining on a locked path, you are free to experiment with your combat style as you see fit. As you grow in power and experience, you gain access to new Abilities in the categories of Might, Finesse and Sorcery, each with their own unique spells, weapon specializations, powers, and advantages.

Amass your Ability points in Might to forge the ultimate fighter. Spend them in Sorcery to create a powerful mage. Focus on Finesse to build a devious and quick-footed rogue. Or blaze your own trail by combining Abilities from more than one category to craft a character that perfectly suits your personal style. Each time your character levels up you gain 3 ability points for a total of 123 at the level cap of 40.

Longswords- faster and more versatile than its two handed brethren, the longsword is an ideal mid-size weapon for almost every occasion. It attacks quickly and effectively out of defensive blocks, dodges, and parries.

Explore the fine arts of subtlety and precision with Finesse Abilities. Stab, slice, trap, poison, and bleed your foes with blades, bombs, and traps. Slip into the shadows to strike your enemies from afar, or dart among them with acrobatic quickness.

The Three Major weapon types of the Finesse Tree Are:

Daggers-subtle and silent, a pair of daggers is best suited to dealing certain death to unsuspecting adversaries. Dagger maneuvers are executed very quickly, minimizing their chance of interruption. Daggers also perform very well after defensive actions such as dodging or parrying.

Faeblades-while not as unobtrusive as daggers, an experct in the use of faeblades becomes a veritable Cuisinart of destruction, slicing his or her enemies to shreds in the blink of an eye. With better reach, and more AoE damage than the daggers, Faeblades are an excellent choice for any finesse focused hero.

Chakrums- the exotic chakram shield a mage with a lethal perimeter of serrated disks. A basic attack with these weapons torments enemies with a thousand cuts from their blades, while a powered up charge unleashes a circular volley shredding the life from anyone unfortunate enough to approach the mage.

general areas of expertise, mastery over a variety of different activities which can aid you in your quest. Skills can enable you to pick locks, dispel magical wards, craft armor and weapons, concoct potions, discover hidden treasures, sneak undetected among your enemies, and persuade others to do your will. Each time your character levels in Reckoning, you gain 1 skill point that you can assign to one of the following skills.

Alchemy - Useful for brewing potions and poisons that can aid the hero, takes advantage of reagents found in the wild and on defeated enemies. Every skill rank increases the chance to successfully harvest reagents.

Milestones:
■1 – Failed experiments result in unstable potion creation.
■3 – Three reagents may may now be used.
■5 – Four reagents may now be used.
■7 – May use the Essence of Fate as an alchemical reagent.
■10 – All alchemy recipes are automatically discovered.

Milestones:
■1 – Allows crafting components to be harvested from certain fallen enemies.
■2 – Allows the player to use three crafting components when smithing.
■3 – Grants the ability to salvage infrequent equipment.
■4 - Allows the player to use three crafting components when smithing.
■6 - Grants the ability to salvage rare equipment.
■7 - Allows the player to use gems as components when smithing.
■10 – Grants the ability to create master-crafted equipment.

Detect Hidden- Find and disable enemy traps, automatically search for hidden treasures and secret areas, display detected objects and enemies on the minimap. Each additional rank in detect hidden increases the amount of gold found in chests and on slain enemies.

Milestones:
■1 – Enemies and NPCs are displayed on the minimap.
■2 – Hidden treasure caches become discoverable using the minimap.
■3 – Enemy facing is displayed on the minimap.
■4 – Traps become disarmable.
■5 - Secret doors are displayed on the minimap, and can be revealed.
■7 - Traps are displayed on the minimap.
■8 – Disarmed traps can be salvaged for components.
■10 – Lorestones are displayed on the minimap.

Milestones:
■2 – You get two chances to successfully dispel wards.
■4 – Dark sigils are removed from wards.
■7 – You get three chances to successfully dispel wards.
■10 – Ward glyphs regenerate much more slowly.

Mercantile- Improves the players ability to negotiate and haggle, enabling you to buy for less and sell for more. Each point invested improves the player’s margins at which they buy and sell goods.

Milestones:
■3 – You recover 15% of an item’s gold value when you destroy it as junk.
■6 - You recover 30% of an item’s gold value when you destroy it as junk.
■10 - You can now sell stolen items at any merchant.

Persuasion- Allows the player to convince allies or enemies of his way of thinking, either by charm or by intimidation. Each point invested increases persuasion’s chance of success.

Sagecraft- Transform magical shards into gems that are usable in enchanting and augmenting magical arms and armor. Each additional point invested increases the chance that high quality gem shards will drop from slain foes.

Stealth- Pass nearby enemies undetected, and perform deadly sneak attacks that can deliver instant death to your foes. Each additional point increases the length of time you can remain hidden near an enemy before you become detected.

Milestones:
■1 – 5% decreased sight range of NPCs and monsters while in stealth.
■4 – 10% decreased sight range of NPCs and monsters while in stealth.
■6 – 15% decreased sight range of NPCs and monsters while in stealth.
■8 - 20% decreased sight range of NPCs and monsters while in stealth.
■9 - 30% decreased sight range of NPCs and monsters while in stealth.
■10 – 40% decreased sight range of NPCs and monsters while in stealth.

Screenshots:

Reckoning Live Stream Information:

February 7th, 2012 shall forever be known as the DAY OF RECKONING!

That's right folks, I'll be doing an 8 hour streamathon for Kingdoms of Amalur: Reckoning on February 7th! However, streaming single player games can be oh so lonely. So, we’re going to make a big social game out of it. I’ve invited 8-15 well-known gamers to simultaneously live-stream themselves playing and to share prizes with their audiences!! (That's YOU).

WHEN?
Tuesday February 7th, 2012 from 2pm PST to 10pm PST (maybe later for me!)

WHERE?
Announced soon! We're going to make a webpage that has an embed of everyone's stream and all the updates on the prize giveaways n' stuff.

WHAT CAN I WIN?
When 38 Studios heard about the streamathon, they got SUPER excited and offered the following prizes to be given away to viewers of the stream. I kid you not. They have offered the following:
• GTX 560 Nvidia Graphics cards
• A top of the line Doghouse Systems laptop laser engraved with the Reckoning logo and possibly autographed by the dev team/Visionaries
• A Spawn studio tour with Todd McFarlane
• A hand-drawn Destiny card of the winner's choice by Todd McFarlane
• A 38 Studios Providence studio tour with Curt Schilling and R. A. Salvatore
• Limited Edition McFarlane Troll figurine
• T-shirts
• A life-size Reckoning Great Hammer
• AND MORE!

HOW DO I WIN THINGS
Tune in on Tuesday! We'll have voting polls for the contests. All you have to do is make a vote and you're automatically entered into the drawing!

Below you'll find answers to some commonly asked questions about the Kingdoms of Amalur: Reckoning demo. If you have a question that isn't answered here, please feel free to post a reply; we'll do our best to answer your question and add new answers to this post as questions arise.

What is the Kingdoms of Amalur: Reckoning demo?

When you play the Kingdoms of Amalur: Reckoning demo, you unlock exclusive items that you can use in the full version of Reckoning. We will have an official page for the demo next week, with all the details.

What do we get to see in the Kingdoms of Amalur: Reckoning demo?

In the demo, you will get the chance to experience Reckoning’s unique Destiny system and riveting combat. Beginning in the Well of Souls, where your character is reborn, you will have access to the full range of races, genders, and customizations that appear in the main game.

From the Well of Souls, you will venture into the Allestar Glade and meet Agarth the Fateweaver, a key character who will introduce you to the exciting, visceral combat of Reckoning. From this point, you will have 45 minutes to explore Allestar Glade, Gorhart Village, and Odarath, three areas within the rich, massive world of Amalur. You’ll also have the opportunity to embark on a variety of quests.

How long is the Kingdoms of Amalur: Reckoning demo?

The Kingdoms of Amalur: Reckoning demo is about an hour and a half of gameplay; however, to explore all the content, you may wish to play through it more than once.

Does the Reckoning demo have any regional restrictions?

There are no regional restrictions associated with the Reckoning demo; however, you must be able to access, download, and play the demo via PC, PS3, or Xbox 360.

What languages is the demo available in? Is it audio or text translations?

On console, the Kingdoms of Amalur: Reckoning demo features EFIGS (English, French, Italian, German, Spanish) text translations; all voice-over is in English only. The PC Kingdoms of Amalur: Reckoning demo features English, French, and German voice-over options with EFIGS text translations.

Please note: The full version of Reckoning features English, French, and German voice-over options with EFIGS text translation.

Do we get anything in the full version of Reckoning for playing the Reckoning demo?

There are three unlocks you can earn in the full version of Reckoning, for playing the Reckoning demo:

Confident Twist of Fate Card
You unlock the "Confident" Twist of Fate Card by installing the Reckoning demo and linking your Origin account within the demo.

Infernal Helm
You unlock the Infernal Helm after completing the Reckoning Mode Tutorial in the Reckoning demo.

Twinned Souls Chakram
You unlock the Twinned Souls Chakram by installed the Reckoning demo and linking your Origin account within the demo.

For all Reckoning demo items, a pop up will appear to let you know you’ve unlocked each item and that it is available for use. Please see our Reckoning & Mass Effect 3 Crossover Promotion FAQ for details about other cool item unlocks associated with only the official Reckoning & Mass Effect 3 Crossover Promotion.

Will I earn items in the full version of Mass Effect 3 for playing the Reckoning demo?

There are two unlocks you can earn in the full version of Mass Effect 3, for playing the Reckoning demo. They are the Reckoner Knight Armor and Chakram Launcher. Please check our Reckoning & Mass Effect 3 Crossover Promotion FAQ for details about both items.

Are the Reckoning demo items functional? Can I actually use/wear them in-game, or are they only ornamental?

Yes, the items you unlock via the Reckoning demo are all things your Reckoning characters can equip and use. Each item does have stats and lore associated with it, but they are not intended to be the best equipment you can get.

Will the Reckoning demo items be available to all the characters I create in Reckoning, or only the first character I create?

The demo items you’ve earned will be available for every character you create in Reckoning.

Do any of the Reckoning demo items have a level restriction?

Some of the Reckoning demo items do have minor level and attribute equip requirements, however they are intended to be great beginning equipment and are leveled appropriately for that purpose. All your characters will either already meet the necessary equip requirements, or be within one level of doing so by the time you reach Gorhart, where the items are located.

Do any of the Reckoning demo items scale with my character’s level?

No, the Reckoning demo items are intended to be awesome items to help you get started in Reckoning. They’ll give you a great edge as you forge your path in Amalur, but they do not level up with your character.

When will I get my earned Reckoning demo rewards?

You must purchase the full version of Reckoning since the unlocked rewards are in-game items.

Is there any other way to get the Reckoning demo unlock items?

No, these items are currently only available by playing the Reckoning demo and purchasing the full game.

If I buy Reckoning on a different platform than I played the demo, will I still get the Reckoning demo items?

No, you must purchase Reckoning on the same platform that you played the demo on, and unlocked the demo items for, in order to get items.

I want to play Reckoning on PC. As a PC user, do I need to use Origin in order to be eligible for the Reckoning demo items?

You must create and log in to your Origin account in order to receive the Reckoning demo items, but you do not need to have the Origin client/installer. Signing in to your Origin account simply registers that you’ve unlocked the Reckoning demo items, then when you get your full copy of Reckoning, log in again and the items will appear in-game.

Where will my item unlocks show up in the full version of Reckoning?

Your unlocked items will be available in the special deliveries chest in Gorhart Village.

Will the characters I create in the Reckoning demo carry over to the full version of Reckoning in February?

No, your Reckoning demo characters and game progress do not carry over to the full retail version of Reckoning.

The KOAR/Mass Effect 3 Cross Promotion:

Cross Promo FAQ:

Below you'll find answers to some commonly asked questions about the Reckoning & Mass Effect 3 Crossover Promotion. If you have a question that isn't answered here, please feel free to post a reply; we'll do our best to answer your question and add new answers to this post as questions arise.

What is the Reckoning & Mass Effect 3 Crossover Promotion?

When you play the Reckoning and Mass Effect 3 demos, you unlock exclusive items in both games that are associated with this promotion. Check our official Reckoning & Mass Effect 3 Crossover Promotion page for more details.

What exclusive items are associated with the Reckoning & Mass Effect 3 Crossover? How do I unlock them?

Here are the Reckoning & Mass Effect 3 Crossover items, along with the requirement to unlock each one.

Chakram Launcher
By playing the Reckoning demo and watching the included video in its entirety, you will automatically unlock the Chakram Launcher in Mass Effect 3.

Omniblade Daggers
By playing the Mass Effect 3 demo, you will automatically unlock the Omniblade Daggers in Reckoning.

Shepard’s Battle Armor (male/female N7-inspired armor)
You automatically unlock the N7-inspired Shepard’s Battle Armor in Reckoning with your online pass, available in all new full copies of Reckoning, or by purchasing the Reckoning online pass on PSN or XBL. It automatically unlocks on Origin with your PC registration code.

For all Reckoning & Mass Effect 3 Crossover items, a pop up will appear to let you know you’ve unlocked each item and that it is available for use. Please see our Reckoning Demo FAQ for details about other cool item unlocks associated with only the Reckoning demo.

When will I get Reckoning & Mass Effect 3 Crossover items?

You must purchase the game that the item is for (Reckoning and Mass Effect 3, respectively) since they are in-game items.

Is there any other way to get the Reckoning & Mass Effect 3 Crossover items?

No, these items are currently only available by playing the Reckoning and Mass Effect 3 demos and/or purchasing the full games.

Are the Reckoning & Mass Effect 3 Crossover items functional? Can I actually use/wear them in-game, or are they only ornamental?

Yes, the items you unlock via the Reckoning & Mass Effect 3 Crossover are all things your Mass Effect 3 or Reckoning characters can equip and use. Each item does have stats and lore associated with it, but they are not intended to be the best equipment you can get.

Will the Reckoning & Mass Effect 3 Crossover items be available to all the characters I create in Reckoning, or only the first character I create?

The crossover items you’ve earned will be available for every character you create in Reckoning.

Do any of the Reckoning & Mass Effect 3 Crossover items have a level restriction?

Some of the Reckoning & Mass Effect 3 Crossover items do have minor level and attribute equip requirements, however they are intended to be great beginning equipment and are leveled appropriately for that purpose. All your characters will either already meet the necessary equip requirements, or be within one level of doing so by the time you reach Gorhart Village, where the items are located.

Do any of the Reckoning & Mass Effect 3 Crossover items scale with my character’s level?
No, the Reckoning & Mass Effect 3 Crossover items are intended to be awesome items to help you get started in Reckoning. They’ll give you a great edge as you forge your path in Amalur, but they do not level up with your character.

Does the Reckoning & Mass Effect 3 Crossover have any regional restrictions?

There are no regional restrictions associated with the Reckoning & Mass Effect 3 Crossover; however, you must be able to access and play the demos.

After I’ve unlocked the Reckoning & Mass Effect 3 Crossover items, how, when, and where do I get them?

After you’ve unlocked the Reckoning & Mass Effect 3 Crossover items and have purchased the full game(s), simply log in to your Origin account within the game to receive the items. In Reckoning, the Reckoning & Mass Effect 3 Crossover items (the Shepard’s Battle Armor and Omniblades) will appear in a special deliveries chest in Gorhart Village. Details about where the items will appear in Mass Effect 3 will be announced at a later date.

For the N7-inspired Shepard’s Battle Armor in Reckoning, you automatically unlock it with your online pass, available in all new copies of Reckoning, or by purchasing the Reckoning online pass on PSN or XBL. It automatically unlocks on Origin with your PC registration code.

If I play the demos on different platforms, will I still be eligible for the Reckoning & Mass Effect 3 Crossover items? (For example, Mass Effect 3 on PC and Reckoning on PS3.)

No, you must play the Reckoning and Mass Effect 3 demos on the same platform to be eligible for the crossover items.

If I buy Reckoning or Mass Effect 3 on a different platform than I played the demos, will I still get the Reckoning & Mass Effect 3 Crossover items?

No, you must purchase Reckoning and Mass Effect 3 on the same platform that you played the demo on, and unlocked the demo crossover items for, in order to get items.

I want to play Reckoning and Mass Effect 3 on PC. As a PC user, do I need to use Origin in order to be eligible for the Reckoning & Mass Effect 3 Crossover items?

You must create and log in to your Origin account in order to receive the Reckoning & Mass Effect 3 Crossover items, but you do not need to have the Origin client/installer. Signing in to your Origin account simply registers that you’ve unlocked the Reckoning & Mass Effect 3 Crossover items, then when you get your full copy of Reckoning and Mass Effect 3, log in again and the items will appear in-game.

Immerse yourself in the world of Amalur with the Kingdoms of Amalur: Reckoning Special Edition. Explore Amalur with a custom parchment map of the world. Tempt fate at your next tabletop gaming session with a custom 7-piece set of Amalur themed premium dice and dice bag including a D20, a D12, two D10s, a D8, a D6, and a D4. Choose your destiny from the complete set of Destiny Cards featured in the game. Enjoy the epic score of Kingdoms of Amalur: Reckoning with the official soundtrack composed by Grant Kirkhope.

Only 2000 produced. Available in the US and Canada only. Release day delivery option for US orders.

Price: $80.00

Collectors:

The Kingdoms of Amalur: Reckoning Collector’s Edition is a great choice for any RPG enthusiast. Along with all the items featured in the Special Edition, the Collector’s Edition also comes with an individually numbered limited edition Prismere Troll figurine created by McFarlane toys in a limited run of 1,600 units. This solid resin Troll figurine stands 12.5" and normally retails individually for $125.00. The Collector's Edition also includes high-quality concept art lithograph from Kingdoms of Amalur: Reckoning signed by Ken Rolston and limited to 1,000 units. While supplies last.

Only 700 produced. Available in the US and Canada only. Release day delivery option for US orders.

Price: $200.00

Signature:

This is the perfect package for the ultimate Reckoning fan. Available in extremely limited quantities, the Signature Edition of Kingdoms of Amalur: Reckoning comes with everything featured in the Collector’s Edition as well as an individually numbered custom sketch by Todd McFarlane limited to 300 units. All Prismere Troll figures in the Signature Edition will be signed by either Todd McFarlane, R. A. Salvatore, or Curt Schilling, are numbered 1 to 300, and normally retail individually for $175.00.

Kingdoms of Amalur: Reckoning – The Official Hardcover Guide (Futureworks):

Release Date: 06 January 2012

Diving into Kingdoms of Amalur: Reckoning can be daunting. The world is vast, the combat is brutal and your potential choices are almost infinite. This encyclopedic guide aims to make everything clear; to show you how every element of the game fits together and let you take advantage of each of them to get the experience you want. See the whole thing and cut your way through it in style.

Master Your Destiny
Building your character isn’t too stressful when you can change your destiny at any point, but really taking advantage of the possibilities in Reckoning requires planning and knowledge. We explain how every aspect of the Destiny and Skill systems can be used to create the most powerful characters of each type.

Fight to the End
Reckoning’s Main Quest can be a real challenge, but if you want to see its end our complete walkthrough will ensure you never falter. Every battle is fully covered and maps reveal everything about the areas you’ll traverse along the way.

Control the Battle

The beauty of Reckoning is in its visceral combat. You can be as strong as you want if you have the skills and knowledge to excel at combat. We show you how to master Reckoning Mode to gain more XP and get better items, and how to slash, cancel and combo your way through the game’s battles with style.

Leave Nothing Unexplored
In a world this vast it’s hard not to miss things. Our illustrated maps and detailed Area Guide chapter will ensure that you’ll always find what you’re looking for. Every town is explored in full and even the most remote cave has its deepest secrets exposed.

See All Sides of the Story

The game is filled with hundreds of Side Quests, Tasks and major Factions to explore and complete, and it’s only through these that you’ll see the full picture of the world of Amalur. We provide walkthroughs, maps and tips for every one of these optional quests and all their possible rewards are outlined.

Unlock Everything

Players wanting to know everything about the world of Amalur and ensure they’ve squeezed every last drop out of the game will find everything they’re looking for. We provide tips for unlocking every Achievement/Trophy and the locations of all of the game’s rarest items.

Explore Beyond

Get deep into the world of Amalur with our exclusive story timeline and selection of beautiful concept atwork and sketches, and an in-depth interview with the visionaries behind the game.

Much of this information was obtained thanks to the efforts of the great guys over at 38 Watch,and the Amalur Foundry Thanks goes to them for gathering so much information, some information was also taken from the Official Reckoning forums.

OP started out great listing the lead creators and development teams, but should've just stopped with some screens and videos after a (shortened) lore part. Goes on for way too long and way too detailed with the skill stuff, crossover promotions and preorder shit.

Well, whatever. Game is looking good! I was really disappointed with the demo on my first run through (stopped after the dungeon), but the game really convinced me when I continued playing beyond that point with a friend. Will buy.

The demo made me very happy. I always knew this game had potential and it seems the long couple of years following it were certainly not wasted. I feel I have done my part and raised some awareness in my own little corners of the world. I hope it does well.

Have it preordered from Austria to escape the ugly Germany USK sticker on the awesome box art.
Since Skyrim is still not an option on PS3 I can't wait for this and have planned my game schedule accordingly.

So you guys are all planning out your builds (as we all used to do with Diablo!) But since you can re-spec, do you ever consider just playing and "letting it fly"?

I actually kind of want to avoid using the respec at all. That said, I just like the theorycrafting, the planning, the discussion, and everything associated with that. All in good fun to me, respecs available or not.

For probably the first time in an rpg I am actually going to have a touch of the mage cklass with my character. I am going down a finesse/sorcery hybrid class route. Well done 38studios/BHG on making magic fun for once.